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Have been reading up on info I could find but I am curious on the following. One the reasons I stopped playing Wurm is that exploration really sucked. There were huge maps with interesting looking forests and mountains all over, and they were all exactly the same. There were no unique resources or features to be found, and some interesting island or ore vein hours out of the way were exactly the same as the ones next to the starting area. Kind of made the whole map feel pointless after realizing this since there was no risk/reward for finding new or hard-to-get-to places.
If anyone is in the alpha I would be curious this aspect. Thanks.
Comments
Holo you are correct about exploration. Here is a link to the subject http://lifeisfeudal.com/mmorpgsandLiF/Adventure-Wanderlust-and-Exploration-in-sandbox-mmo-games
Resources will be different because they will not be evenly spaced out but generated randomly but not to the point of Wurm's resource despersion. Another key difference is the fact that minerals in Life is Feudal are finite and do not respawn so territory and control of key mineral areas will drive conflict and area control thru warfare and political negotiations. Do not worry though because minerals are finite that you will run out anytime soon. Here are some facts about the world in Life is Feudal. Keep in mind as well that naturally growing resources such as trees and other renewable resources will replentish by natural means and also farming and forestry.
We have finished the generation of underground details and planting of forests on our brand new continent (including newbie island). New lands are waiting to be settled up by the first Alpha testers! There are some stats for your amusement:
Total area (sq. meters): 470 017 800
Land mass area (sq. meters): 306 155 600
Iron ore deposits (cubic meters): 2 686 160 196
Copper ore deposits (cubic meters): 1 585 786 189
Silver ore deposits (cubic meters): 17 192 576
Gold deposits (cubic meters): 8 103 766
Total trees: 2 807 269
Also here is a link to answer almost any other questions you might have http://lifeisfeudal.com/forum/life-is-feudal-links-to-articles-on-game-features-and-info-t787/
Life IS Feudal
The exploration is neat because there are different types of lands from Snowy Mountains, Vast Deserts, Thick Forests, Open Fields, etc.. The resources are spread out as well over the land and different types of plants, trees, ore are found when exploring the map. One thing I did like was how mice the terrain felt when travelling through different area's. Everything seemed more realistic and natural in transition from the low lands to the high mountains.
Hmm, interesting. Look forward to trying eventually.
I looked at that link of info about the game but couldn't find anything on how rezzing works exactly. This was another huge blow to exploration in Wurm. If you died you had to resurrect all the way back at the starting area. You could also resurrect at any settlements you were a member of but those are also limited geographically and many newer players aren't part of one. This was a huge disincentive to explore.
How and where do you resurrect in LIF after you die?
In LiF you will have a bind point that can be moved around from house to house I believe. Everything revolves around this binding point and you will respawn back to your last bind if you die. There will also be a recall option through the use of the piety skill where you can use this to go back to your bind point. Everything is still going through testing atm, but Bobik has a pretty solid foundation of what he wants to use in game right now. I do not know how often you can change binds or if there is a timer for that. What I do know is that will be the only type of instant travel in game and the recall piety pray can fail as well. It will be interrupted if you are in combat too.
After death, character will be resurrected at his binding point and will suffer resurrection sickness debuff for a few minutes.